Author Topic: Output randomizer for attributes of each single individual Tile needed  (Read 883 times)

Hello,
many tutorials show already how to create an individually designed surface, even with organic realistic themes like for example a meadow with mud and other details.
But if you use it in substance painter (or any other applicaton) to fill a large area, you can always see the pattern.
All the realism in detail is nothing worth if you see it from far distance (like a meadow in front of your feet that reaches to the  top of a far mountain).
Because if you try to fill a large area, you need to stagger and replicate. But all your possibilities are limited then to positioning the tiles, instead of generating real variations of those tiles.

The stupidity is, that there ARE always randomization parameters available, which could make each "tile" looking individual, but I did not see a function or application, that makes use of them, when distributing the tiles.

So I'm completely missing the ability, not only to create one identical tile as output which is replicated, but also to randomize the output parameters for each single individual tile within a customizable range.

This would give the chance, that there is no more artificial pattern visible, which makes pictures often looking so cheap generic.

Technically, it is all due to the size limitations of the output images. Most substances have random output, but they can only generate a certain size image. If the size of that image was massive enough, it could cover an entire mountain with pure random uniqueness.

In situations where you want to output a bunch of versions of the same substance and tile them together, every randomized version of that substance output would have to match at the seams to avoid hard edges, which is trickier than it sounds when everything is randomized. And even when you pull it off well, it looks repeated because of the identical edges.

There are cheap tricks to texture large scenes with small textures, like using a "detail" texture in combination with a repeated base texture. But currently, the only way to truly map a huge scene with unique detail is to output a gigantic bucket of pixels. And the current limitation within Substance is <= 8K, which is barely a teaspoon.